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Thread: BKB Super Mod

  1. #2971
    Boondock Saint Senior Member The Blind King of Bohemia's Avatar
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    Default Re: AW: BKB Super Mod

    As requested lads, a new link to the patch:

    http://www.mizus.com/files/files/MTW... Patch6-07.exe

    You shouldn't have any problems with this, but LMK if you do.

  2. #2972
    Son of Gloin, Cleaver of Orcs Member Gimli's Avatar
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    Default Re: BKB Super Mod

    Hey, I don't want to be a bother, but I can download the patch through that link and I was just wondering if there was a comparable link for downloading the whole mod or if the only way to get it is still 3D downloads? (which isn't working at all for me ) Thanks!
    "May the best dwarf win!"
    ......... ...........

  3. #2973

    Post Re: BKB Super Mod

    Hi gimli213,
    May I suggest that you try this alternative link for the main modification. It should, hopefully, bypass the problems you experienced at 3D Downloads and enable you to play this brilliant modification. Good luck, cheers!

    BTW, your not a bother, it was a pleaure to serve you.
    Dawn is nature's way of telling you to go back to bed

  4. #2974
    Son of Gloin, Cleaver of Orcs Member Gimli's Avatar
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    Smile Re: BKB Super Mod

    Thanks for the alternate link! I will have to try it when I get home!
    "May the best dwarf win!"
    ......... ...........

  5. #2975

    Default Re: BKB Super Mod

    Hi there all,
    Just stumbled across some info for this Mod on Wikipedia, and have already uninstalled my game(s) ready for this Mod. However I have two questions;
    No.1
    Even though Glorius Achievements are impossible now, can they still be done at all?
    No.2
    Is the download on the first page EVERYTHING that I need? I want to get the full experience of this.
    Cheers guys, Frunk.

  6. #2976

    Default Re: BKB Super Mod

    ^ EDIT: "this alternative link" - The download has apparently expired? This is really confusing me.

  7. #2977

    Post Re: BKB Super Mod

    Hi and welcome Frunk the Guest,
    Quote Originally Posted by Frunk the Guest
    Is the download on the first page EVERYTHING that I need? I want to get the full experience of this.
    Yep, it most certainly is! You just need to install the main package and then place the patch upon it to get the most out of this excellent modification.

    I'm sorry I couldn't answer all of your queries, hope this helps, cheers!
    Dawn is nature's way of telling you to go back to bed

  8. #2978

    Default Re: BKB Super Mod

    Yes it does, thank you very much, I've gotten it working as of a little while ago and I might say the Blind King is nothing short of a genius!
    Cheers and thanks.

  9. #2979

    Default Re: BKB Super Mod

    I'm enjoying this mod a lot. XL is good too, but this one has more new units and more original unit images/animations. It seems to be harder as well, but that could just be me

  10. #2980

    Default Re: BKB Super Mod

    Quote Originally Posted by The Blind King of Bohemia
    YOU CAN ONLY GET ONE PERIOD'S DEADPAGE COORDS TO WORK AT A TIME. BEFORE YOU START THE GAME, GO INTO 'TEXTURES/MEN', AND WHATEVER PERIOD YOU WANT TO USE MAKE SURE ITS CALLED JUST 'DEADPAGE COORDS'. WHILST NOT IN USE, MAKE SURE THAT THE OTHER TWO PERIODS ARE FRONTED BY THEIR FIRST NAME FOR EASE, LIKE I HAVE DONE WITH HIGH AND LATE.
    I definetely do not understand this part. What do you mean? Any way to make it easier?
    Eras Total Conquest, your Eras TW for Kingdoms.

  11. #2981

    Default Re: BKB Super Mod

    Er, no, not for this mod.

    In the textures/men directory there is a text file called "DEADPAGE COORDS.txt". The game uses this file to place and keep dead bodies on the battlefield. It must be called this and must be consistent with the units in the unit_prod file.

    As I understand it - someone please correct me if I am wrong - there is a game engine limitation to the number of entries (therefore units) in this file, but there were so many new units created for this mod that not all could be placed in one file.

    There are therefore three separate unit_prod files and three separate deadpage coord files, one for each of the new campaign games, Super Early, Super High, and Super Late.

    When you first install the mod you will see the relevant files in the textures/men directory, called "DEADPAGE COORDS.txt", "HIGHDEADPAGE COORDS.txt" and "LATEDEADPAGE COORDS.txt". The deadpage coords file after installation is actually the file for Early, so if you want to play an Early game you don't need to do anything. But if you want to play a High or Late game, you need to rename the current file to "EARLYDEADPAGE COORDS.txt", then rename one of the others to "DEADPAGE COORDS.txt".

    While this may seem a bit of a bother think of it this way - the fact that you need to do this reflects the sheer number of new units in the mod. Not having to do it means fewer units.

    If you don't do it, the game will still run fine, you just won't get that carpet of dead enemies after a battle.

  12. #2982

    Default Re: BKB Super Mod

    Quote Originally Posted by gregori99
    Er, no, not for this mod.

    In the textures/men directory there is a text file called "DEADPAGE COORDS.txt". The game uses this file to place and keep dead bodies on the battlefield. It must be called this and must be consistent with the units in the unit_prod file.

    As I understand it - someone please correct me if I am wrong - there is a game engine limitation to the number of entries (therefore units) in this file, but there were so many new units created for this mod that not all could be placed in one file.

    There are therefore three separate unit_prod files and three separate deadpage coord files, one for each of the new campaign games, Super Early, Super High, and Super Late.

    When you first install the mod you will see the relevant files in the textures/men directory, called "DEADPAGE COORDS.txt", "HIGHDEADPAGE COORDS.txt" and "LATEDEADPAGE COORDS.txt". The deadpage coords file after installation is actually the file for Early, so if you want to play an Early game you don't need to do anything. But if you want to play a High or Late game, you need to rename the current file to "EARLYDEADPAGE COORDS.txt", then rename one of the others to "DEADPAGE COORDS.txt".

    While this may seem a bit of a bother think of it this way - the fact that you need to do this reflects the sheer number of new units in the mod. Not having to do it means fewer units.

    If you don't do it, the game will still run fine, you just won't get that carpet of dead enemies after a battle.
    Ok, cool I'll try it. Thanks.

    And also it says install into your total war folder - but I have original MTW and about 3 mods in there. What do I do?


    And one last question (hopefully) - How do you procede to another era with 3 seperate maps? Does the game just end?


    And note that the 2.1 patch goes into Total War/Medieval - Total War, not the same directory as 2.0 final, which is your main Total War directory.
    Last edited by Wladyslaw IV; 07-30-2007 at 21:59.
    Eras Total Conquest, your Eras TW for Kingdoms.

  13. #2983

    Default Re: BKB Super Mod

    Haven't played this mod for a while, but now i can get the patch Yay!!! thanks BKB!
    Quick question - what buildings/provinces i need to be able to train vardariotai as byzantines? Have checked the crusader units file but couldn't find their entry... Untill now i played withouth the patch and maybe this is the problem? Thanks

  14. #2984

    Default Re: BKB Super Mod

    They're listed as Early Varangian Guard in the Crusader files. I've modified mine a lot, so I'm not sure if mine matches BKB's default reqs. I have them set at Axesmith2 and no province restrictions. But you can find it in the Crusader file if you search for above name.

  15. #2985

    Default Re: BKB Super Mod

    Early Varangian Guard is limited to Constantinople but the Buildings Required field is blank. I'm not altogether sure what this means in this case. Usually I would assume the unit couldn't be built, but might appear in other ways - like a crusade for Catholics or as a rebel or mercenary unit. Mercenary unit is set to No in this case and the Rebels column is also blank.

    So...I don't know

    But, as TheLastJanissary has mentioned, you can stick something in column 17 and Axesmith's Workshop (Axesmith2) seems reasonable.

    This isn't one of BKB's modded units so must have been in the vanilla game, but I can't for the life of me remember if it ever appeared.

  16. #2986

    Default Re: BKB Super Mod

    Question for BKB or another experienced modder. I want to change the portrait of the starting Almoravid leader to one of the black dude portraits as I have converted the Almoravid's into the Kanuri, an African tribe. I don't want their starting leader to have an entirely arab portrait, so I'd like to use one of the darker skinned ones. I've searched through various threads, but can't for the life of me find a way to change the starting leaders portrait. What files do I need to change? SuperEarly startpos and Early Heroes? I've tried a lot in these and changed his name, but can't get the portrait to switch. Can anyone help out?

  17. #2987

    Default Re: BKB Super Mod

    In the Names/Early Heroes file portraits are set to -1 (random). Maybe you can change the entry for the appropriate king to something else (1 say) and amend the first portrait in the relvant portraits subdirectory to the one you want (assuming it chooses the portrait by sequential searchng, in which case it might need to be set to 0).

    This is all just a guess mind, it might be complete rubbish...

  18. #2988
    Boondock Saint Senior Member The Blind King of Bohemia's Avatar
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    Default Re: BKB Super Mod

    You can designate Portraits in the startpos file, in there you can override the portraits so the Almoravids use whatever folder in 'Portraits' you wish.

    Now, the esteemed gregori99 has produced something rather brilliant and infinitely useful, and he did it all of his own volition too, the long-awaited BKB Super Mod Unit Guide!

    Yes, that's right, finally someone has created someone that enables you to see what the new units are, what factions can train them, their stats and descriptions, without seeking aimlessly through the game for them! Its something that I've wanted for a while but only we must thank gregori for having the patience and skill to see it through. He really has done a brilliant job. You can download it here:

    Gregori99's BKB Super Mod Unit Guide

    Extract the files, then you can open up the pages and navigate through them freely. Once again, all credit must go to gregori for this.

    I believe all the units are there. I noticed that for one or two units Gregori went on their UNIT_PROD entries, which sometimes are different to their in-game names, so for example Croatian Urban Militia are called Rus Infantry, as that's what they were originally going to be. Such mistakes though are minor and rare throughout.
    Last edited by The Blind King of Bohemia; 08-10-2007 at 19:59.

  19. #2989

    Default Re: BKB Super Mod

    Quote Originally Posted by gregori99
    In the Names/Early Heroes file portraits are set to -1 (random). Maybe you can change the entry for the appropriate king to something else (1 say) and amend the first portrait in the relvant portraits subdirectory to the one you want (assuming it chooses the portrait by sequential searchng, in which case it might need to be set to 0).

    This is all just a guess mind, it might be complete rubbish...
    I went to early heroes and changed the -1 and every other number too, but the portrait wouldn't change. His name however did, to Ismail and to Yusuf later on. The first number will change his name, but the spot designated for the portrait number will not change the portrait when I change the number. It might be a question of subdirectories, but I figure it should change it to something else, even if it's not what I want, when I change the number. Yet it always stays the same.

    I don't want to change the entire portrait set for the Almoravids, because I like the one they have. I just want their starting King to have a black portrait. I've tried making new famous kings and shuffling every number around under the Almoravid famous kings section in Early heroes, but I get no changes. I'm assuming then, that they don't start with a famous king, but when I change the first number of SetStartLeader in Super Early startpos (which is suppose to coordinate with which famous king they start with) nothing changes. I'm baffled.

  20. #2990

    Default Re: BKB Super Mod

    Quote Originally Posted by The Blind King of Bohemia
    I believe all the units are there. I noticed that for one or two units Gregori went on their UNIT_PROD entries, which sometimes are different to their in-game names, so for example Croatian Urban Militia are called Rus Infantry, as that's what they were originally going to be. Such mistakes though are minor and rare throughout.
    It never occurred to me to check the Names file to see if label=name even though my Skutatos have rampaged all over the map and I called them Byzantine Spearmen I had it loaded in the editor as well!

    I'll adjust all those when (if) I get any feedback on any other errors.

  21. #2991

    Default Re: BKB Super Mod

    Quote Originally Posted by TheLastJanissary
    I went to early heroes and changed the -1 and every other number too, but the portrait wouldn't change. His name however did, to Ismail and to Yusuf later on. The first number will change his name, but the spot designated for the portrait number will not change the portrait when I change the number. It might be a question of subdirectories, but I figure it should change it to something else, even if it's not what I want, when I change the number. Yet it always stays the same.

    I don't want to change the entire portrait set for the Almoravids, because I like the one they have. I just want their starting King to have a black portrait. I've tried making new famous kings and shuffling every number around under the Almoravid famous kings section in Early heroes, but I get no changes. I'm assuming then, that they don't start with a famous king, but when I change the first number of SetStartLeader in Super Early startpos (which is suppose to coordinate with which famous king they start with) nothing changes. I'm baffled.
    OK I don't know if this will work but it's worth a try. For whatever reason the Almoravid starting portrait is always the same. It is King68.tga in the muslim/king subdirectory. Maybe it's hard-coded. Change the name of this to the next in the list and add your new portrait to the subdirectory and give it the name King68.tga. If there's a limit to the number of files here the old portrait (or another) will have to be deleted. This workaround (if it does work) will mean you don't have to change any other file.

  22. #2992

    Default Re: BKB Super Mod

    Quote Originally Posted by gregori99
    OK I don't know if this will work but it's worth a try. For whatever reason the Almoravid starting portrait is always the same. It is King68.tga in the muslim/king subdirectory. Maybe it's hard-coded. Change the name of this to the next in the list and add your new portrait to the subdirectory and give it the name King68.tga. If there's a limit to the number of files here the old portrait (or another) will have to be deleted. This workaround (if it does work) will mean you don't have to change any other file.
    Sweet. I browsed through all of the Muslim King portraits until I found the culprit. It was King108 on mine for whatever reason. In the process, I found a portrait I liked, King137, and I simply switched their numbers. It worked. Thanks for all the help gregori!

  23. #2993

    Default Re: BKB Super Mod

    Great! Why you get a different portrait to me is strange, but if this works for you I can't be bothered to track it down any further. Still these peculiarities are a good way to learn the files.

  24. #2994

    Default Re: BKB Super Mod

    Well, when I first installed BKB Mod, the portrait for every King changed each time I closed the game and opened it later to play. After about 4 times of this, it settled on portraits for each King.

    I did this again with a couple other Kings (changing their portrait with above method) and it worked with them too. The portraits being used by the Celtic faction Kings were all in the generals folder (vikings/catholic/generals) instead of Kings which I also found odd. But I changed them to more preferable ones and it worked with a simple number switch. Perhaps the mod installed in a peculiar fashion, but everything works fine and there are no other irregularities, so I don't really care.

  25. #2995

    Default Re: BKB Super Mod

    I am having a problem with the Mod/Patch. I recently reinstalled Medieval: Total War and I downloaded the Mod and the Patch and installed them. Now when I click on Super Early and click continue, Medieval: Total War just exits and shuts down. I've tried reinstalling the mod but it still isn't working for me. Do you guys have any idea as to what could be wrong?

  26. #2996

    Default Re: BKB Super Mod

    Anyone?

  27. #2997

    Post Re: BKB Super Mod

    Hi CosTan,
    Sadly, the main game did not install properly - you seem to only be running the patch. This unfortunate event occurs due to a bug which is contained within the installation application.

    To get BKB's mod up and running, uninstall the game and then re-install it.

    After that, ensure that you have deleted the contents of "C:\Program Files\Total War\Medieval - Total War". This prevents any unlikely conflicts that may arise.

    Next run the installer for version 2.0. Continue as normal until it queries where you wish to place the files. Order them to install into "C:\Program Files\Total War".

    Click next, and allow the installer to work it's magic.

    Once it has completed, open up M:TW to ensure that everything is in full working order. If there are any problems, please post them up so that we can attempt to help you again.

    If everything is operating as it should, simply install the patch into the default folder. Afterwards, load up the game and, if the installation worked, you should be able to play away!

    Hope this helps, sorry about the long response time, good luck, cheers!
    Dawn is nature's way of telling you to go back to bed

  28. #2998

    Default Re: BKB Super Mod

    Thanks for the help. :) I'll let you know how it goes.

  29. #2999

    Default Re: BKB Super Mod

    Damn, can't edit the post. Does it matter than I also have Viking Invasion also installed?

  30. #3000

    Post Re: BKB Super Mod

    Quote Originally Posted by CosTan
    Damn, can't edit the post. Does it matter than I also have Viking Invasion also installed?
    Nope, the mod actually requires VI installed to operate correctly.
    Dawn is nature's way of telling you to go back to bed

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